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Subclass Warlock Archfey Patron
The Archfey Patron is a Warlock subclass defined by mobility and repositioning. Steps of the Fey at Level 3 is a Misty Step-based system with four variants — teleport and taunt, teleport and terrify, teleport and refresh allies, or teleport and vanish. At Level 6, Misty Escape gives you a reaction teleport plus 2 turns of Invisibility when you take damage, spending a Steps of the Fey charge. At Level 10, Beguiling Defenses grants Charm immunity and a Protection-style damage-reduction Reaction (not a charm-reflection ability as in tabletop 5e).
| LEVEL | FEATURE |
|---|---|
| 3 | Archfey Spells, Steps of the Fey |
| 6 | Misty Escape |
| 10 | Beguiling Defenses |
Your Patron grants an always-prepared spell list that doesn't count against your Pact Magic limit:
| WARLOCK LEVEL | SPELLS ADDED |
|---|---|
| 3 | Faerie Fire, Sleep, Calm Emotions, Misty Step, Phantasmal Force |
| 5 | Blink, Plant Growth |
| 7 | Dominate Beast, Greater Invisibility |
| 9 | Dominate Person |
Your defining Level 3 feature. You gain charges of the MistyStep action resource, powering a choice of four teleportation variants as a Bonus Action. Each variant teleports you to a target location and applies an additional effect.
Steps of the Fey charges scale with Charisma:
| CHARISMA SCORE | CHARGES PER REST |
|---|---|
| 13 or lower | 1 |
| 14–15 | 2 |
| 16–17 | 3 |
| 18–19 | 4 |
| 20–21 | 5 |
| 22–23 | 6 |
| 24+ | 7 |
UseCosts: BonusActionPoint:1;MistyStep:1
SpellProperties: GROUND:TeleportSource()
OriginSpellProperties: GROUND:CreateExplosion(Projectile_TauntingStep)
SpellFlags: HasHighGroundRangeExtension;RangeIgnoreVerticalThreshold
- Teleport to target location
- Launch
Projectile_TauntingStepfrom origin point — enemies at the origin who fail a Wisdom save gainGOADING_ATTACKfor 2 turns - Works across elevation differences
Taunting Step is a hit-and-run control tool. Teleport away from a melee threat, apply Goading Attack from your origin point to lock them onto you, then deal with them on your terms.
Using: TauntingStep (base class)
OriginSpellProperties: GROUND:CreateExplosion(Projectile_DreadfulStep)
- Teleport to target location
- Launch
Projectile_DreadfulStepfrom origin — enemies who fail the Wisdom save take 2d10 Psychic damage in addition toGOADING_ATTACK
Dreadful Step is the damage variant of Taunting Step. Same teleport, same Wisdom save — but failure now costs 2d10 Psychic as well as the Goading condition. Use this when the taunt isn't enough by itself.
SpellProperties: GROUND:TeleportSource();ApplyStatus(REFRESHING_STEP,100,-1);ApplyStatus(SELF,REFRESHING_STEP,100,-1)
AreaRadius: 3 (allies in 3m of destination)
AoEConditions: Ally()
- Teleport to target location
- Apply
REFRESHING_STEPto yourself and all allies within 3 meters of your destination - Duration: Indefinite (until removed)
Refreshing Step is a support-oriented teleport. Position yourself near your party and apply a beneficial status to everyone in range as part of the movement. No action cost beyond the Bonus Action and one MistyStep charge.
Using: RefreshingStep (base class)
SpellProperties: GROUND:TeleportSource();ApplyStatus(SELF,INVISIBILITY,100,2)
- Teleport to target location
- Apply INVISIBILITY to yourself for 2 turns
- No AoE effect — self only
Disappearing Step is your escape hatch. Teleport to safety and vanish for 2 turns. Enemies lose track of you immediately. Use it when you need to reset a bad position or buy time for a critical spell.
Archfey_6_MistyEscape — a reaction interrupt that triggers when you take damage.
- Trigger: You take damage from any source
- Cost: Reaction and 1 Steps of the Fey (MistyStep) charge — it draws from the same pool as your Level 3 teleports, not a separate free resource
- Effect: Immediately teleport up to 60 feet to an unoccupied space you can see, and gain the Invisible condition for 2 turns
Misty Escape turns incoming damage into a repositioning opportunity. The moment you're hit, you can be somewhere else — before the rest of the attack sequence resolves — and briefly invisible on top of that. Since it spends a Steps of the Fey charge, using it aggressively competes with your Bonus Action teleports for the same limited pool.
Archfey_10_BeguilingDefenses with hidden resource BeguilingDefenses (MaxValue: 1, Rest replenishment).
- Passive: You are immune to the Charmed condition
-
Active: Unlike tabletop 5e (which lets you charm back a creature whose charm attempt on you fails), this mod implements the active half of Beguiling Defenses as a Protection-style damage-reduction Reaction when you're hit by an attack — the same interrupt (
Interrupt_BeguilingDefenses) that appliesBEGUILING_DEFENSES_REDUCE_DAMAGEandINTERRUPT_FIGHTINGSTYLE_PROTECTION. You can trigger it by spending a spell slot, or once per rest for free using theBeguilingDefensescharge (Interrupt_BeguilingDefenses_Free).
ActionResource: BeguilingDefenses
MaxValue: 1
ReplenishType: Rest
IsHidden: True
Beguiling Defenses gives you complete immunity to the condition your patron is most associated with. Its active component, however, isn't a charm-reflection tool in this mod — it's a Protection Fighting Style-like reaction that softens an incoming hit, usable for free once per rest or repeatedly at the cost of a spell slot.
The Archfey Patron is a mobile controller that fights through positioning, charm immunity, and the constant threat of disappearing.
Your combat identity:
- Steps of the Fey — every Bonus Action is a teleport with a combat effect; choose your variant based on the fight
- Taunting/Dreadful Step — when you need to lock an enemy down or deal psychic damage from your origin point
- Refreshing Step — when your party is clustered, teleport into them and buff everyone
- Disappearing Step — when you need to vanish, this is your instant exit
- Misty Escape — when you take a hit, teleport away before the next one
- Beguiling Defenses — immune to Charm; once per rest free (or via spell slot), reduce incoming attack damage as a Reaction
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